3D Models from Digimon Linkz (and by extension Cyber Sleuth and Next 0rder)

Theigno

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The main archive is currently up to date for Digimon Linkz 2.4.0
301 Digimon Currently Included.​

When Cyber Sleuth was made its entire roster of Digimon got new great looking 3D models. And as you would expect Bandai is now using these assets in other games; Next 0rder is using Cyber Sleuth assets and more improtantly for this obviously Digimon Linkz is using them too. Being a 3D smartphone game Linkz was developed in Unity, one of the most popuar engines for games like this. One of Unity's big strengths is that games can easily be ported to many platforms which of course also extends to the assets. When Linkz loads a Digimon it gets it from a server as compressed .unity3D files like this one.
With the the right tools it's possible to easily decompress the textures and models and convert them to another format.
Initially there were 240 Digimon in the game, just as many Digimon as there are in Cyber Sleuth (when it came out) but by now we're up to 279 models as new Digimon have been added to linkz, some from Next 0rder, others seemingly exclusive to Linkz (for now) and even models from the Upcoming game "Digimon Story Cyber Sleuth: Hacker's Memory".
This archive is regularly updated as new models are released.

Please don't ask for Hacker's Memory models that have not yet made it to Linkz, they are not currently exportable without quality loss. For details see this explanation post


You can download the entire package here:

http://www.mediafire.com/download/a1k536392kd1t30

Here's the list of everything you'll find in the main archive:

Code:
1.AeroV-dramon
2.Agumon
3.Agumon Black
4.Alphamon
5.AncientGreymon
6.Andiramon
7.Andromon
8.Angemon
9.Angewomon
10.Ankylomon
11.Aquilamon
12.Armadimon
13.Armagemon
14.Arresterdramon
15.AtlurKabuterimon
16.Bakemon
17.BanchouLeomon
18.Barbamon
19.Barbamon Mutation
20.Beelzebumon
21.Beelzebumon Mutation
22.Belphemon RM
23.Belphemon SM
24.Betamon
25.Birdramon
26.BlackKingNumemon
27.BlackTailmon
28.BlackWarGreymon
29.BlackWarGreymon X
30.BlueMeramon
31.Boltmon
32.Botamon
33.Breakdramon
34.Bubbmon
35.Cannonbeemon
36.Chaosdramon
37.ChaosDukemon
38.Cherubimon Virtue
39.Chimairamon
40.Chrysalimon
41.Clockmon
42.Coredramon Blue
43.Coredramon Green
44.Craniummon
45.Cyberdramon
46.Cyclomon
47.DeathMeramon
48.Demon
49.Devimon
50.Diablomon
51.Dianamon 
52.Dianamon (Mutation)
53.Digitamamon
54.DORUgamon
55.DORUgremon
56.DORUmon
57.Dracomon
58.Duftmon
59.Duftmon Leopard Mode
60.Dukemon
61.Dukemon Crimson Mode
62.Dukemon X
63.Duramon
64.Durandamon
65.Dynasmon
66.Dynasmon X
67.EBEmon
68.Elecmon
69.Etemon
70.Examon
71.Falcomon
72.Fladramon
73.Gabumon
74.Gabumon Black
75.Gaioumon 
76.Gaioumon (Mutation)
77.Galgomon
78.Gankoomon
79.Gaogamon
80.Gaomon
81.Garudamon
82.Garurumon
83.Garurumon Black
84.Gazimon
85.Gekomon
86.GeoGreymon
87.Geremon
88.Gigadramon
89.Goburimon
90.GoldNumemon
91.Gomamon
92.Gotsumon
93.GrandLocomon
94.GranKuwagamon
95.GrappuLeomon
96.Greymon
97.Greymon Virus
98.Groundramon
99.Growmon
100.Guardromon
101.Guilmon
102.Gumdramon
103.Hackmon
104.Hagurumon
105.Hawkmon
106.HerakleKabuterimon 
107.HerakleKabuterimon (Mutation)
108.HiAndromon
109.HolyAngemon
110.Holydramon
111.Hououmon
112.IceDevimon
113.Ikkakumon
114.Imperialdramon DM
115.Imperialdramon FM
116.Imperialdramon PM
117.Impmon
118.Infermon
119.Insekimon
120.Jesmon
121.Jijimon
122.Justimon
123.Jyureimon
124.Kabuterimon
125.KaratsukiNumemon
126.Keramon
127.KingEtemon
128.KingScumon
129.Knightmon
130.Koromon
131.Kudamon
132.Kuramon
133.Kuwagamon
134.Kuzuhamon
135.Kyubimon
136.LadyDevimon
137.Lalamon
138.Lavobomon
139.Lavogaritamon
140.Leomon
141.Leviamon 
142.Leviamon (Mutation)
143.Lilamon
144.Lilimon
145.Lilithmon
146.Lopmon
147.LordKnightmon
148.Lotusmon
149.Lucemon
150.Lucemon FDM
151.Lucemon SM
152.MachGaogamon
153.Magnamon
154.Magnamon X
155.Maicoomon
156.Mamemon
157.MarinAngemon
158.Mastemon
159.Megadramon
160.MegaloGrowmon
161.MegaSeadramon
162.Meicrackmon
163.Meramon
164.MetalEtemon
165.MetalGarurumon
166.MetalGarurumon Black
167.MetalGarurumon X
168.MetalGreymon
169.Metalgreymon Virus
170.MetalMamemon
171.MetalSeadramon
172.MetalTyranomon
173.Millenniumon
174.Minervamon
175.MirageGaogamon
176.MirageGaogamon Burst Mode
177.Mochimon
178.Monzaemon
179.Mugendramon
180.Nanimon
181.Nanomon
182.Numemon
183.Nyaromon
184.Ofanimon
185.Okuwamon
186.Omegamon
187.Omegamon Alter-B
188.Omegamon Merciful Mode
189.Omegamon X
190.Omegamon Zwart
191.Omegamon Zwart D
192.OmegaShoutmon
193.Ophanimon Falldown Mode
194.Orgemon
195.Otamamon
196.Pagumon
197.Paildramon
198.Palmon
199.Pandamon
200.Panjyamon
201.Patamon
202.Peckmon
203.Piccolomon
204.PicoDevimon
205.Piemon
206.Pinochimon
207.Piyomon
208.PlatinumNumemon
209.PlatinumScumon
210.Plesiomon 
211.Plesiomon (Mutation)
212.Plotmon
213.Poyomon
214.PrinceMamemon
215.Pukamon
216.Pumpmon
217.Punimon
218.Pyocomon
219.Raguelmon
220.Rapidmon
221.Rapidmon Armor
222.Ravmon
223.Ravmon Burst Mode
224.Renamon
225.Reppamon
226.RiseGreymon
227.Rosemon
228.Rosemon Burst Mode
229.RustTyranomon
230.SaberLeomon
231.SaintGalgomon
232.Sakuyamon 
233.Sakuyamon (Mutation)
234.Scumon
235.Seadramon
236.Seraphimon
237.Shakkoumon
238.Shakomon
239.ShineGreymon 
240.ShineGreymon (Mutation)
241.ShineGreymon Burst Mode
242.ShineGreymon Ruin Mode
243.Shoutmon
244.Silphymon
245.SkullGreymon
246.Slayerdramon
247.Sleipmon
248.Solarmon
249.Sorcerimon
250.Starmon
251.Stingmon
252.Sunflowmon
253.Superstarmon
254.Susanoomon
255.Tailmon
256.Tanemon
257.Tankmon
258.Taomon
259.Tentomon
260.Terriermon
261.TigerVespamon
262.Titamon
263.Togemon
264.Tokomon
265.TonosamaGekomon
266.ToyAgumon
267.Tsukaimon
268.Tsumemon
269.Tunomon
270.Tyilinmon
271.Tyranomon
272.UlforceV-dramon
273.UlforceV-dramon X
274.V-dramon
275.V-mon
276.Vademon
277.Vamdemon
278.Vegiemon
279.VenomVamdemon
280.Vikemon
281.Vobomon
282.Volcanicdramon
283.Wanyamon
284.WarGreymon
285.WarGreymon X
286.Waspmon
287.WereGarurumon
288.WereGarurumon Black
289.Whamon
290.Wingdramon
291.Wisemon
292.Wizarmon
293.Woodmon
294.Wormmon
295.XV-mon
296.Yatagaramon
297.Yggdrasil
298.Yukidarumon
299.Zubaegermon
300.Zubamon
301.Zudomon
Not sure what program to use to view the models? Here's a list of free software around the web that can open Collada 1.4 files:

  • MeshLab
  • Autodesk FBX Review
  • GLC_Player
  • O4C Viewer
  • open3mod
  • SketchUp Make
...if you want to view the more advanced effects on the models such as transparency and glows you will have to deal with more professional tools such as Blender.
Last but not least it's also worth noting that Photoshop (not free but certainly... widespread), at least from CS6 and upwards can import .dae files as 3D layers.


I noted earlier that the models are originally from Cyber Sleuth... but are they completely identical? The answer is yes, in terms of geometry but not in terms of textures.
The current release combines the cyber Sleuth textures with the Linkz meshes, while the following analysis concerns the original textures used in linkz as well as the older release:

Again most Digimon don't show any noticeable differences. There are however some more exceptions to that than there are for the identical meshes; Most Digimon come with a 512x512 Texture which I assume is the texture resolution for the Vita but some digimon use lower textures instead, a good example are the adult forms of the tamers partner Digimon, Growmon Kyubimon and Gargomon who use not 512x512 textures but 512x256 textures... I assume that originally that, like some other Digimon they were originally using two textures with one 512x512 texture file and another file at 256x256... but when it came to porting those textures both were combined into one texture and the main 512x512 texture was halved in resolution leading to worse results. So ironically those Digimon that had more detail than most in CS have for the same reason less detail now.
But here is where things get interesting; Earlier I mentioned Next 0rder using Cyber Sleuth assets... but it's not always using the Cyber sleuth versions of the textures. I took a look at some Next 0rder footage and to my surprise the Growmon and Kyubimon models use the incredibly shitty looking downscaled texture we get from the linkz files. This is very surprising since one of the main Tamers in Next 0rder has a Guilmon partner who eventually evolves into a Growmon... so Growmon is on screen a lot and you would think they would make sure that such an important character would actually look good. And this is not a matter of Platforms; I suspected at one point that textures looked better in Cyber Sleuth because I was looking at PS4 footage, but that wasn't the case even the vita uses the better textures, so why Next 0rder isn't using them is a mystery to me. However not all models in Next 0rder are identical to Cyber Sleuth either: Angewomon who in addition to being low poly in linkz also uses a downscaled 256x256 texture in that game has a better texture and mesh in Next 0rder... in other words things are all over the place.
Another thing to note about Linkz textures is that they are compressed in the pvr format with a maximum file size of 170KB... since I don't know how the PSV textures are compressed I don't know if that makes a difference (they could use exactly the same method) but as my only point of reference, since I don't have a vita or PS4, were youtube videos which of course have a tendency to be heavily compressed... to make definitive statements about some of the textures I'd need to take a look at some uncompressed screenshots from the game.
But as far as I can tell the general rule is that if the textures are 512x512 they are probably identical to Cyber sleuth textures but beware of any main textures (not textures for secondary regions like wings or weapons) that are below that resolution as those were probably downscaled.
Again, things could change in updates and I'll know when things change.

I guess you could say this is my Easter present for the community or something like that, although it's actually mostly coincidence.
 
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Sparrow Hawk

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Oh Linkz models already? Awesome. Useful for drawings. Thx.
 

saifors

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Wait, the models are the exact same as in Cyber Sleuth for the most? I thought they'd have lower res textures and slightly lower poly count to avoid frame drops on a non-game dedicated platform on the majority of them.

@Shadow Shinji: That's done so "bones" can be placed in them to get "rigs" which allow devs to animate limb by limb
 
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MarcFBR

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Wait, the models are the exact same as in Cyber Sleuth for the most? I thought they'd have lower res textures and slightly lower poly count to avoid frame drops on a non-game dedicated platform on the majority of them.
You have to remember the platform, as developed for.

The models and everything were designed for the Playstation Vita. Last I remember hearing, the Vita was a quad core ARM Cortex A9 that defaults to 333MHz, but can go up to 444MHz (although numbers have been tossed around at random that go up to 2GHz, the 444 number seems the most consistent and up to date.)


Modern phones by and away are more powerful than this, dedicated game players or not. theigno has mentioned elsewhere that he has a Galaxy S3, which came out 4 years ago. It has a few variants, but it's weakest variant was 1.5ghz dual core, and it's strongest was 1.4ghz quad core.

The Vita no doubt had tons of customizing done to it's hardware for gaming, but even if you look at last year's equivalent model to theignos (the S6 instead of this years S7) you have quite a bit of power (an octacore- quad 2.1ghz and quad 1.5ghz.)
 

MasterOfTartarus

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if only i had the slightest idea about bones i could make some fun stuff with those in gta :(
 

ShikaSS

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As always, Theigno delivers hard. Thank you so much for sharing these.

Did Lilimon's model also get downscaled for LinkZ? Seeing her battle, I get this feeling she looks a lot less detailed than on Cyber Sleuth.

EDIT: I wonder what kind of use will Yggdrasil have on LinkZ?
 
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Sparrow Hawk

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The new mysterious digimon didn't appear in Linkz yet?
 

Theigno

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Did Lilimon's model also get downscaled for LinkZ? Seeing her battle, I get this feeling she looks a lot less detailed than on Cyber Sleuth.
It wasn't. Models might look worse in linkz (as well as in 3D editors) because of less sophisticated shading compared to Cyber Sleuth. Cyber Sleuth used a lot of great looking shaders to make the models look smoother and more detailed than they actually are (most games do this to maximize performance), they had a nice soft shader for skin, some great looking specular effects for metal, a softened cel-shading esque shader for the shadows etc... and these shaders is the main thing that was compromised for linkz, which only uses very rudimentary shaders in comparison.

To illustrate the impact of shading take a look at this:


On the left we have the Linkz Lilimon model with completely flat shading as well as the standard plastic specular that many 3D editors add to a material by default. It looks quite bad, you can see all the edges... on the right we have the same model with a phong shader applied which interpolates the shading of the model based on the angle of the individual edges. This makes the model look smooth, and rounder it's generally closer to how it looked in CS even though the geometry hasn't changed. Of course if you actually want actual smoother edges for things like an animation with close up shots you'll have to smooth out the actual model by subdividing the polygons which is a bit of work since the subdivision needs to be weighted because don't want to smooth everything the same way (lots of fan animations end up looking like crap when they just use game models unmodified)


Also, with Cyber Sleuth and I believe Next 0rder to it's actually quite easy to directly compare the model geometry because of the evolution sequences:

Image Thumbnail (custom)

When a Digimon evolves it will show the wireframe of its model (but still using occlusion culling so you don't see the frame on the back). Rendering out the Lilimon model in wireframe mode and comparing it to the model shown in the evolution sequence you'll see that there isn't really a difference. The geometry on the wings, the skirt, the arms the, the feet and every section that is clearly visible is identical. It would be even clearer if the right image wasn't crappy youtube quality of course... so if you own cybersleuth and you want to compare the models you can pretty much do a better job than me by evolving/de-evolving your digimon in the game and taking a screenshot of the wireframe part of the evo sequence, which would get you a clearer comparison.

This is huge! Thanks Theigno :) I don't know anything about computing or 3D and maybe it's a silly question but, why all the models appear with its arms raised in that way?
That's the T-pose that you will get most models in before they are animated. When you want to animate a character you have to pretty much "draw" the bones and joints onto the model... If the limbs were bent or in whatever random position figuring out where which bone would need to go would just get too confusing but if they are in a uniform pose all limbs extended, all joints in a neutral position it makes things much easier. It's also a symmetrical pose which is also important when modelling the model in the first place... with a symmetric model and pose you can pretty much save half of your effort by modelling one half of the model and simply mirroring it to the other side. If there are some asymmetries on a model (like Metalgreymon's Trident arm) you can be pretty sure that the asymmetrical parts were applied in a second step to a originally fully symmetrical base model done in the way described above.


And talking about bones (especially it also came up a second time)... It is actually possible to export the models in a rigged state with a bit of extra work.
I decided not to export the rigs because .obj doesn't support bones so if you want that and maybe even things like weight values of the joints I would have to export it in a more advanced file format that would lower the accessibility of the models significantly, in contrast to the near universal compatibility of obj. Also the texture stuff was enough work by itself...

Anyway, the unity3D files do contain information about the bones, or rather they have skin deformers that can be converted back into bones (there are also models for the different animation state that will result in bones for the first frame of each animation since actual animations can't be exported with any tool I'm aware of). However the deformations itself break on export so while the bones are exported correctly the actual model will look like someone put it through a pasta machine. This is fixable... I won't go into too much detail, since the exact steps that need to be taken probably vary by software and most people probably won't have the exact same professional modelling program I happen to use, but it comes down to that you need to discard the deformations and reset the model into its original binding pose (which is the T-pose of course) to realign it with the bones. so that will only work with neutral model file and not with any of the posed ones since with poses the bones won't align with the model after resetting it and that would defeat the entire point of the exercise.
Anyway you can use a program called "unity studio" to extract the Unity3D bundle files and export the standard model with deformations and bones into an .fxb file. opening that file in a 3d program and resetting the screwed up deformation will get you the model of the Digimon with all the bones it had in the game. To texture the model you could simply import my extracted texture files (and the area selections if there is more than one texture, it should work since the geometry is the same).
Of course the rig is only very basic. You still need to do the more advanced animation stuff by yourself like IK chains and joint limits and all the other stuff that keeps the limbs from just flailing and spasming all over the place.

And for reference here is the order of the unity3D files on the server (the index number is always three digits so for example the file name for model number 12 is http://icdn.s3.api.digimonlinkz.channel.or.jp/asset/AB_DATA/ANDROID/1.0.3/Characters/Characters_012_GO.unity3d?1 )
Code:
0.Kuramon
1.Tokomon
2.PlatinumScumon
3.BlackTailmon
4.Vegiemon
5.Peckmon
6.Meramon
7.Yukidarumon
8.Leomon
9.Reppamon
10.Waspmon
11.AtlurkAbuterimon
12.Nyaromon
13.Andiramon
14.Andromon
15.Insekimon
16.Infermon
17.Vamdemon
18.AeroV-dramon
19.Etemon
20.Angewomon
21.ookuwamon
22.Garudamon
23.Pagumon
24.Gigadramon
25.Cannonbeemon
26.GrappLeomon
27.Cyberdramon
28.Shakkoumon
29.Jyureimon
30.Silphymon
31.Superstamon
32.SkullGreymon
33.Zudomon
34.Pyocomon
35.Taomon
36.Qilinmon
37.Digitamamon
38.DeathMeramon
39.ShogunGekomon
40.DORUgremon
41.Knigthmon
42.Nanomon
43.Paildramon
44.Panjamon
45.Pukamon
46-Pumpmon
47.Piccolomon
48.BlackKingNumemon
49.BlueMeramon
50.Vademon
51.Whamon
52.HolyAngemon
53.MachGaogamon
54.Mamemon
55.MegaSeadramon
56.Mochimon
57.Megadramon
58.MegaloGrowmon
59.Metalgreymon
60.MetalGreymon Blue
61.MetalTyranomon
62.MetalMamemon
63.Monzaemon
64.Yatagaramon
65.RiseGreymon
66.Lilamon
67.Wanyamon
68.Rapidmon
69.Lilimon
70.Lucemon
71.LadyDevimon
72.WereGarurumon
73.WereGarurumon Black
74.Wisemon
75.Alphamon
76.UlforceV-dramon
77.EBEmon
78.Agumon
79.Imperialdramon
80.Imperialdramon Fighter Mode
81.Vikemon
82.VenomVamdemon
83.WarGreymon
84.Examon
85.Ofanimon
86.Gaioumon
87. ChaosDukemon
88.Gankoomon
89.Agumon Black
90.Kuzuhamon
91.GranKuwagamon
92.GrandLocomon
93.Craniummon
94.Cherubimon Virtue
95.Saberleomon
96.Sakuyamon
97.Jesmon
98.ShineGreymon
99.Justimon
100.Armadimon
101.Sleipmon
102.Seraphimon
103.SaintGalgomon
104.TigerVespamon
105.Titamon
106.Dianamon
107.Diablomon
108.Demon
109.Dukemon
110.Dynasmon
111.Bubmon
112.Impmon
113.Duftmon
114.HiAndromon
115.Barbamon
116.Banchouleomon
117.Piemon
118.Pinochimon
119.Platinumnumemon
120.BlackWarGreymon
121.PrinceMamemon
122.Plesiomon
123.Elecmon
124.HerakleKabuterimon
125.Beelzebumon
126.Belphemon Sleep Mode
127.Hououmon
128.Holydramon
129.Boltmon
130.Mastemon
131.MarinAngemon
132.Minervamon
133.MirageGaogamon
134.Otamamon
135.Mugendramon
136.MetalEtemon
137.MetalGarurumon
138.MetalGarurumon Black
139.MetalSeadramon
140.RustTyranomon
141.Leviamon
142.Lilithmon
143.Ravmon
144.LordKnightmon
145.Gaomon
146.Rosemon
147.Lotusmon
148.Imperialdramon PM
149.Omegamon
150.Omegamon Zwart
151.Duftmon Leopard Mode
152.Belphemon Rage Mode
153.Lucemon SM
154.Fladramon
155.Magnamon
156.Gazimon
157.Rapidmon Armor
158.Yggdrasil
159.Gabumon
160.Gabumon Black
161.Guilmon
162.Kudamon
163.Keramon
164.Punimon
165.Gotsumon
166.Goburimon
167.Gomamon
168.Shakomon
169.Solarmon
170.Terriermon
171.Tentomon
172.ToyAgumon
173.DORUmon
174.Hagurumon
175.Botamon
176.Patamon
177.Hackmon
178.Palmon
179.PicoDevimon
180.Piyomon
181.Falcomon
182.V-mon
183.Plotmon
184.Betamon
185.Hawkmon
186.Poyomon
187.Lalamon
188.Lucemon
189.Renamon
190.Lopmon
191.Wormmon
192.IceDevimon
193.Aquilamon
194.Ankylomon
195.Ikkakumon
196.Wizarmon
197.Koromon
198.Woodmon
199.XV-mon
200.Angemon
201.Orgemon
202.Guardromon
203.Gaogamon
204.Kabuterimon
205.KaratsukiNumemon
206.Gargomon
207.Garurumon
208.Tanemon
209.Garurumon Black
210.Kyubimon
211.Growmon
212.Chrysalimon
213.Greymon
214.Greymon Blue
215.Clockmon
216.Kuwagamon
217.Gekomon
218.Geremon
219.Tunomon
220.GoldNumemon
221.Cyclonemon
222.Sunflowmon
223.Seadramon
224.GeoGreymon
225.Scumon
226.Starmon
227.Stingmon
228.Sorcerimon
229.Tankmon
230.Tsumemon
231.Tyranomon
232.Tailmon
233.Devimon
234.Togemon
235.DORUgamon
236.Nanimon
237.Numemon
238.Birdramon
239.Bakemon
240.V-dramon
 
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jamesC

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Wow this is amazing!
I am not sure I really understand how these are used in Next Order. They are the same models but lower resolution and different shading? Maybe more bones too
 

Velocifaptor

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Are these obj/mqo rips, without post-processing, or are these actually rigged? I'm thinking of learning MikuMikuMoving (successor to MMD; both are open source), and I heard some company made an anime with MMD. It would be interesting to do some animation with these models. Fan series maybe? Set in the Tamers continuity?
 

DocMelonhead

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Wow this is amazing!
I am not sure I really understand how these are used in Next Order. They are the same models but lower resolution and different shading? Maybe more bones too
I'm wondering the exact same thing; maybe it's because they have to make field battle animation for each and every single one of those digimons.
 
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Theigno

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So yesterday something interesting happened... if you look at the URLs for the model packages like this one: http://icdn.s3.api.digimonlinkz.cha.../1.0.3/Characters/Characters_012_GO.unity3d?1 you'll see that one of the paths corresponds to the current version of Digimon linkz (1.0.3) yesterday I noticed that there was in fact already data in the directories for version 1.0.4. To be more precise I was checking the package index for character models, incremented the version to 1.0.4 and still got a result. The file is nice enough to not only show what files exist and where they are located but also provide crc checksums for all the files... so when the 1.0.4 table actually showed different check-sums I knew that the files had been changed. So I downloaded them (they were indeed all accessible) and all of them were smaller than the 1.0.3 versions. The reason was because the new models used differently compressed textures. In most cases the texture had only 50% of the filesize compared to the compression in the current version and the results were also quite... different. The current compression has some strange quirks when it comes to artifacting, details can be often be blurry and bright spots sometimes condense into weird bubbly artifacts... the new compression doesn't have those exact problems but also introduces new problems. While details are much clearer now and highlights are actually in the shape they are supposed to be but the color range of the textures took a big hit. Any gradients showed heavy banding and in general colors seemed heavily dithered. When it came to especially contrasting colors the results looked really bad, the edge between a red and a blue section of an image (on Sleipmon's shield for example) tends to look heavily pixelated. Overall I'm not sure if the change would have been worth it... but it's possible that it won't actually be implented since the files disappeared from the server again. So it's possible that it was just a test and the developers are still experimenting with how to handle the files. I kind of hope that they'll end up using some sort of compression that's not as destructive as both the previous ones. But well... if they end up going with one of the two I've already seen then at least I don't need to re-extract anything. (also I'm not putting the "new" textures online as long as there's no proof that they will be used in the game.)

Are these obj/mqo rips, without post-processing, or are these actually rigged?
Just read the previous post, it should tell you all about the rigging... in short the obj models aren't rigged but you can extract rigged versions of the models in another format from the unity ressources.
those don't come with textures so you'd have to reapply those, I did some tests with carrying over selections for multi textured digimon and it seems like the polygon selections sometimes aren't applied perfectly... so it's possible you need to tweak that a bit not that this is much work and you'd probably have to to a lot of selecting and applying materials to different places anyway if you don't want everything to look like plastic.
But I guess I've been ranting about my annoyances with low effort fanvids enough in that last post...

Wow this is amazing!
I am not sure I really understand how these are used in Next Order. They are the same models but lower resolution and different shading? Maybe more bones too
Most models I've seen are the same. As far as "resolution" goes it depends on your definition... resolution in terms of the mesh would mean that the models have less polygons, but this is not the case. Mostly what I've seen is only lower resolution in terms of the textures. If the claims of Next 0rder being made in unity are true they could even have used the exact same asset packages we see in Linkz now (although, as I noted before at least their Angewomon model looks better than the one in linkz). And the shading is of course incredibly different, maybe that will mislead some people into believing they are seeing new models even when they don't... overall I'd describe the shading in Next 0rder as "annoyingly shiny". There is however no reason to add more bones to the models. The current models are completely rigged and you could pretty much animate all movements you would need for almost any game (unless it's a toe tickling simulator) and of course infinitely more movements that don't make any biological sense.

I'm wondering the exact same thing; maybe it's because they have to make field battle animation for each and every single one of those digimons.
I doubt animations had anything to do with how the models were handled. Sure weighting and rigging a more complex model takes more time... but those models were already completely finished for Cyber Sleuth and for animation itself you don't screw around with the geometry itself. Animations by themselves also don't take up much space. They are simply instructions of transformations, "point X goes to position Y at frame Z" that is applied to the model, and once the model on the screen and loaded into vram you can pretty much do anything as long as it's reasonable. Sure, you could conceive of an animation so fast and complex that it completely overloads the console when it is executed but that's a completely unrealistic scenario it doesn't matter how many animations a model has (except for engine limitations) there will always be only one on the screen and the graphics can totally manage that.
I think the actual reason for the lower resolution might lie elsewhere... for example it's possible that Next 0rder has much more levels and open areas than Cyber Sleuth does (but don't quote me on that), if the levels are bigger more things need to be rendered and of course the models for the terrain take up space. That's the stuff that really pushes the gpu and might be the reason why they decided to have lower detail on individual assets this time around.
 

Velocifaptor

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but you can extract rigged versions of the models in another format from the unity ressources.
Not sure how that would work as the file isn't a unitypackage file, and is diminutive compared to the individual models. But then again, I'm a dabbler, not a professional, so I don't know much about this stuff. Will maybe rig the humanoid Digimon using Mixamo Fuse's auto-rigger. With any luck, those should work with MMD/MMM/iClone. Thanks for the heads-up!
 

Tortoiseshel

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You're my hero, Theigno! These are so much better than the DMO models!
 

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These are fantastic rips! Thank you so much!
Interesting to see how some of the models are setup in conjunction with the design: Paildramon's shoulder pads seem to restrict full arm movement for example.
Edit:
Mangamon's mouth/muzzle! Whao!
 
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jamesC

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Most models I've seen are the same. As far as "resolution" goes it depends on your definition... resolution in terms of the mesh would mean that the models have less polygons, but this is not the case. Mostly what I've seen is only lower resolution in terms of the textures. If the claims of Next 0rder being made in unity are true they could even have used the exact same asset packages we see in Linkz now (although, as I noted before at least their Angewomon model looks better than the one in linkz). And the shading is of course incredibly different, maybe that will mislead some people into believing they are seeing new models even when they don't... overall I'd describe the shading in Next 0rder as "annoyingly shiny". There is however no reason to add more bones to the models. The current models are completely rigged and you could pretty much animate all movements you would need for almost any game (unless it's a toe tickling simulator) and of course infinitely more movements that don't make any biological sense.
I guess what I meant then was more animations since Digimon World digimon do seem to be able to do alot more compared to the standard of what they did in Digimon Story CS
 

Theigno

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I guess what I meant then was more animations since Digimon World digimon do seem to be able to do alot more compared to the standard of what they did in Digimon Story CS
But they don't do anything that would require new bones. Like whatever animations BanchouLeomon has in Next 0rder... none of those will need any more moving joints or limbs than he already does for his attack and walking animations in CS.
 

jamesC

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I guess what I meant then was more animations since Digimon World digimon do seem to be able to do alot more compared to the standard of what they did in Digimon Story CS
But they don't do anything that would require new bones. Like whatever animations BanchouLeomon has in Next 0rder... none of those will need any more moving joints or limbs than he already does for his attack and walking animations in CS.
oh yeah I understood that from your 1st post but I was wondering what is this extra functionality that Digimon World Next Order added? Is most of this just new more complex animations to the existing models?
 

Hakase

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Just wanted to thank you so much for this goldmine(hell I made this account on purpose to do so)
This'll help greatly in a project I'm working on ATM.

Once again, thank you :D
 
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